overte-JulianGro/scripts/system/controllers/handControllerPointer.js
Anthony J. Thibault b2dff8aa77 Easier to click buttons on web entities with shaky hand controllers
There is an angular and time dead spot on webEntity for scrolling vs clicking.
Currently, it's 150 ms and 3 degrees.  See POINTER_PRESS_TO_MOVE_DELAY and POINTER_PRESS_TO_MOVE_DEADSPOT_ANGLE

* Fix for warnings when clicking on window.open() links in WebEntity
2016-08-23 10:19:49 -07:00

510 lines
21 KiB
JavaScript

"use strict";
/*jslint vars: true, plusplus: true*/
/*globals Script, Overlays, Controller, Reticle, HMD, Camera, Entities, MyAvatar, Settings, Menu, ScriptDiscoveryService, Window, Vec3, Quat, print*/
//
// handControllerPointer.js
// examples/controllers
//
// Created by Howard Stearns on 2016/04/22
// Copyright 2016 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// Control the "mouse" using hand controller. (HMD and desktop.)
// First-person only.
// Starts right handed, but switches to whichever is free: Whichever hand was NOT most recently squeezed.
// (For now, the thumb buttons on both controllers are always on.)
// When partially squeezing over a HUD element, a laser or the reticle is shown where the active hand
// controller beam intersects the HUD.
// UTILITIES -------------
//
function ignore() { }
// Utility to make it easier to setup and disconnect cleanly.
function setupHandler(event, handler) {
event.connect(handler);
Script.scriptEnding.connect(function () {
event.disconnect(handler);
});
}
// If some capability is not available until expiration milliseconds after the last update.
function TimeLock(expiration) {
var last = 0;
this.update = function (optionalNow) {
last = optionalNow || Date.now();
};
this.expired = function (optionalNow) {
return ((optionalNow || Date.now()) - last) > expiration;
};
}
var handControllerLockOut = new TimeLock(2000);
function Trigger(label) {
// This part is copied and adapted from handControllerGrab.js. Maybe we should refactor this.
var that = this;
that.label = label;
that.TRIGGER_SMOOTH_RATIO = 0.1; // Time averaging of trigger - 0.0 disables smoothing
that.TRIGGER_OFF_VALUE = 0.10;
that.TRIGGER_ON_VALUE = that.TRIGGER_OFF_VALUE + 0.05; // Squeezed just enough to activate search or near grab
that.rawTriggerValue = 0;
that.triggerValue = 0; // rolling average of trigger value
that.triggerClicked = false;
that.triggerClick = function (value) { that.triggerClicked = value; };
that.triggerPress = function (value) { that.rawTriggerValue = value; };
that.updateSmoothedTrigger = function () { // e.g., call once/update for effect
var triggerValue = that.rawTriggerValue;
// smooth out trigger value
that.triggerValue = (that.triggerValue * that.TRIGGER_SMOOTH_RATIO) +
(triggerValue * (1.0 - that.TRIGGER_SMOOTH_RATIO));
OffscreenFlags.navigationFocusDisabled = that.triggerValue != 0.0;
};
// Current smoothed state, without hysteresis. Answering booleans.
that.triggerSmoothedClick = function () {
return that.triggerClicked;
};
that.triggerSmoothedSqueezed = function () {
return that.triggerValue > that.TRIGGER_ON_VALUE;
};
that.triggerSmoothedReleased = function () {
return that.triggerValue < that.TRIGGER_OFF_VALUE;
};
// This part is not from handControllerGrab.js
that.state = null; // tri-state: falsey, 'partial', 'full'
that.update = function () { // update state, called from an update function
var state = that.state;
that.updateSmoothedTrigger();
// The first two are independent of previous state:
if (that.triggerSmoothedClick()) {
state = 'full';
} else if (that.triggerSmoothedReleased()) {
state = null;
} else if (that.triggerSmoothedSqueezed()) {
// Another way to do this would be to have hysteresis in this branch, but that seems to make things harder to use.
// In particular, the vive has a nice detent as you release off of full, and we want that to be a transition from
// full to partial.
state = 'partial';
}
that.state = state;
};
// Answer a controller source function (answering either 0.0 or 1.0).
that.partial = function () {
return that.state ? 1.0 : 0.0; // either 'partial' or 'full'
};
that.full = function () {
return (that.state === 'full') ? 1.0 : 0.0;
};
}
// VERTICAL FIELD OF VIEW ---------
//
// Cache the verticalFieldOfView setting and update it every so often.
var verticalFieldOfView, DEFAULT_VERTICAL_FIELD_OF_VIEW = 45; // degrees
function updateFieldOfView() {
verticalFieldOfView = Settings.getValue('fieldOfView') || DEFAULT_VERTICAL_FIELD_OF_VIEW;
}
// SHIMS ----------
//
var weMovedReticle = false;
function ignoreMouseActivity() {
// If we're paused, or if change in cursor position is from this script, not the hardware mouse.
if (!Reticle.allowMouseCapture) {
return true;
}
var pos = Reticle.position;
if (!pos || (pos.x == -1 && pos.y == -1)) {
return true;
}
// Only we know if we moved it, which is why this script has to replace depthReticle.js
if (!weMovedReticle) {
return false;
}
weMovedReticle = false;
return true;
}
var MARGIN = 25;
var reticleMinX = MARGIN, reticleMaxX, reticleMinY = MARGIN, reticleMaxY;
function updateRecommendedArea() {
var dims = Controller.getViewportDimensions();
reticleMaxX = dims.x - MARGIN;
reticleMaxY = dims.y - MARGIN;
}
var setReticlePosition = function (point2d) {
weMovedReticle = true;
point2d.x = Math.max(reticleMinX, Math.min(point2d.x, reticleMaxX));
point2d.y = Math.max(reticleMinY, Math.min(point2d.y, reticleMaxY));
Reticle.setPosition(point2d);
};
// Generalizations of utilities that work with system and overlay elements.
function findRayIntersection(pickRay) {
// Check 3D overlays and entities. Argument is an object with origin and direction.
var result = Overlays.findRayIntersection(pickRay);
if (!result.intersects) {
result = Entities.findRayIntersection(pickRay, true);
}
return result;
}
function isPointingAtOverlay(optionalHudPosition2d) {
return Reticle.pointingAtSystemOverlay || Overlays.getOverlayAtPoint(optionalHudPosition2d || Reticle.position);
}
// Generalized HUD utilities, with or without HMD:
// This "var" is for documentation. Do not change the value!
var PLANAR_PERPENDICULAR_HUD_DISTANCE = 1;
function calculateRayUICollisionPoint(position, direction) {
// Answer the 3D intersection of the HUD by the given ray, or falsey if no intersection.
if (HMD.active) {
return HMD.calculateRayUICollisionPoint(position, direction);
}
// interect HUD plane, 1m in front of camera, using formula:
// scale = hudNormal dot (hudPoint - position) / hudNormal dot direction
// intersection = postion + scale*direction
var hudNormal = Quat.getFront(Camera.getOrientation());
var hudPoint = Vec3.sum(Camera.getPosition(), hudNormal); // must also scale if PLANAR_PERPENDICULAR_HUD_DISTANCE!=1
var denominator = Vec3.dot(hudNormal, direction);
if (denominator === 0) {
return null;
} // parallel to plane
var numerator = Vec3.dot(hudNormal, Vec3.subtract(hudPoint, position));
var scale = numerator / denominator;
return Vec3.sum(position, Vec3.multiply(scale, direction));
}
var DEGREES_TO_HALF_RADIANS = Math.PI / 360;
function overlayFromWorldPoint(point) {
// Answer the 2d pixel-space location in the HUD that covers the given 3D point.
// REQUIRES: that the 3d point be on the hud surface!
// Note that this is based on the Camera, and doesn't know anything about any
// ray that may or may not have been used to compute the point. E.g., the
// overlay point is NOT the intersection of some non-camera ray with the HUD.
if (HMD.active) {
return HMD.overlayFromWorldPoint(point);
}
var cameraToPoint = Vec3.subtract(point, Camera.getPosition());
var cameraX = Vec3.dot(cameraToPoint, Quat.getRight(Camera.getOrientation()));
var cameraY = Vec3.dot(cameraToPoint, Quat.getUp(Camera.getOrientation()));
var size = Controller.getViewportDimensions();
var hudHeight = 2 * Math.tan(verticalFieldOfView * DEGREES_TO_HALF_RADIANS); // must adjust if PLANAR_PERPENDICULAR_HUD_DISTANCE!=1
var hudWidth = hudHeight * size.x / size.y;
var horizontalFraction = (cameraX / hudWidth + 0.5);
var verticalFraction = 1 - (cameraY / hudHeight + 0.5);
var horizontalPixels = size.x * horizontalFraction;
var verticalPixels = size.y * verticalFraction;
return { x: horizontalPixels, y: verticalPixels };
}
function activeHudPoint2d(activeHand) { // if controller is valid, update reticle position and answer 2d point. Otherwise falsey.
var controllerPose = Controller.getPoseValue(activeHand);
// Valid if any plugged-in hand controller is "on". (uncradled Hydra, green-lighted Vive...)
if (!controllerPose.valid) {
return; // Controller is cradled.
}
var controllerPosition = Vec3.sum(Vec3.multiplyQbyV(MyAvatar.orientation, controllerPose.translation),
MyAvatar.position);
// This gets point direction right, but if you want general quaternion it would be more complicated:
var controllerDirection = Quat.getUp(Quat.multiply(MyAvatar.orientation, controllerPose.rotation));
var hudPoint3d = calculateRayUICollisionPoint(controllerPosition, controllerDirection);
if (!hudPoint3d) {
if (Menu.isOptionChecked("Overlays")) { // With our hud resetting strategy, hudPoint3d should be valid here
print('Controller is parallel to HUD'); // so let us know that our assumptions are wrong.
}
return;
}
var hudPoint2d = overlayFromWorldPoint(hudPoint3d);
// We don't know yet if we'll want to make the cursor or laser visble, but we need to move it to see if
// it's pointing at a QML tool (aka system overlay).
setReticlePosition(hudPoint2d);
return hudPoint2d;
}
// MOUSE ACTIVITY --------
//
var isSeeking = false;
var averageMouseVelocity = 0, lastIntegration = 0, lastMouse;
var WEIGHTING = 1 / 20; // simple moving average over last 20 samples
var ONE_MINUS_WEIGHTING = 1 - WEIGHTING;
var AVERAGE_MOUSE_VELOCITY_FOR_SEEK_TO = 20;
function isShakingMouse() { // True if the person is waving the mouse around trying to find it.
var now = Date.now(), mouse = Reticle.position, isShaking = false;
if (lastIntegration && (lastIntegration !== now)) {
var velocity = Vec3.length(Vec3.subtract(mouse, lastMouse)) / (now - lastIntegration);
averageMouseVelocity = (ONE_MINUS_WEIGHTING * averageMouseVelocity) + (WEIGHTING * velocity);
if (averageMouseVelocity > AVERAGE_MOUSE_VELOCITY_FOR_SEEK_TO) {
isShaking = true;
}
}
lastIntegration = now;
lastMouse = mouse;
return isShaking;
}
var NON_LINEAR_DIVISOR = 2;
var MINIMUM_SEEK_DISTANCE = 0.1;
function updateSeeking(doNotStartSeeking) {
if (!doNotStartSeeking && (!Reticle.visible || isShakingMouse())) {
if (!isSeeking) {
print('Start seeking mouse.');
isSeeking = true;
}
} // e.g., if we're about to turn it on with first movement.
if (!isSeeking) {
return;
}
averageMouseVelocity = lastIntegration = 0;
var lookAt2D = HMD.getHUDLookAtPosition2D();
if (!lookAt2D) { // If this happens, something has gone terribly wrong.
print('Cannot seek without lookAt position');
isSeeking = false;
return; // E.g., if parallel to location in HUD
}
var copy = Reticle.position;
function updateDimension(axis) {
var distanceBetween = lookAt2D[axis] - Reticle.position[axis];
var move = distanceBetween / NON_LINEAR_DIVISOR;
if (Math.abs(move) < MINIMUM_SEEK_DISTANCE) {
return false;
}
copy[axis] += move;
return true;
}
var okX = !updateDimension('x'), okY = !updateDimension('y'); // Evaluate both. Don't short-circuit.
if (okX && okY) {
print('Finished seeking mouse');
isSeeking = false;
} else {
Reticle.setPosition(copy); // Not setReticlePosition
}
}
var mouseCursorActivity = new TimeLock(5000);
var APPARENT_MAXIMUM_DEPTH = 100.0; // this is a depth at which things all seem sufficiently distant
function updateMouseActivity(isClick) {
if (ignoreMouseActivity()) {
return;
}
var now = Date.now();
mouseCursorActivity.update(now);
if (isClick) {
return;
} // Bug: mouse clicks should keep going. Just not hand controller clicks
handControllerLockOut.update(now);
Reticle.visible = true;
}
function expireMouseCursor(now) {
if (!isPointingAtOverlay() && mouseCursorActivity.expired(now)) {
Reticle.visible = false;
}
}
function hudReticleDistance() { // 3d distance from camera to the reticle position on hud
// (The camera is only in the center of the sphere on reset.)
var reticlePositionOnHUD = HMD.worldPointFromOverlay(Reticle.position);
return Vec3.distance(reticlePositionOnHUD, HMD.position);
}
function onMouseMove() {
// Display cursor at correct depth (as in depthReticle.js), and updateMouseActivity.
if (ignoreMouseActivity()) {
return;
}
if (HMD.active) { // set depth
updateSeeking();
if (isPointingAtOverlay()) {
Reticle.depth = hudReticleDistance();
} else {
var result = findRayIntersection(Camera.computePickRay(Reticle.position.x, Reticle.position.y));
Reticle.depth = result.intersects ? result.distance : APPARENT_MAXIMUM_DEPTH;
}
}
updateMouseActivity(); // After the above, just in case the depth movement is awkward when becoming visible.
}
function onMouseClick() {
updateMouseActivity(true);
}
setupHandler(Controller.mouseMoveEvent, onMouseMove);
setupHandler(Controller.mousePressEvent, onMouseClick);
setupHandler(Controller.mouseDoublePressEvent, onMouseClick);
// CONTROLLER MAPPING ---------
//
var leftTrigger = new Trigger('left');
var rightTrigger = new Trigger('right');
var activeTrigger = rightTrigger;
var activeHand = Controller.Standard.RightHand;
var LEFT_HUD_LASER = 1;
var RIGHT_HUD_LASER = 2;
var BOTH_HUD_LASERS = LEFT_HUD_LASER + RIGHT_HUD_LASER;
var activeHudLaser = RIGHT_HUD_LASER;
function toggleHand() { // unequivocally switch which hand controls mouse position
if (activeHand === Controller.Standard.RightHand) {
activeHand = Controller.Standard.LeftHand;
activeTrigger = leftTrigger;
activeHudLaser = LEFT_HUD_LASER;
} else {
activeHand = Controller.Standard.RightHand;
activeTrigger = rightTrigger;
activeHudLaser = RIGHT_HUD_LASER;
}
clearSystemLaser();
}
function makeToggleAction(hand) { // return a function(0|1) that makes the specified hand control mouse when 1
return function (on) {
if (on && (activeHand !== hand)) {
toggleHand();
}
};
}
var clickMapping = Controller.newMapping(Script.resolvePath('') + '-click');
Script.scriptEnding.connect(clickMapping.disable);
// Gather the trigger data for smoothing.
clickMapping.from(Controller.Standard.RT).peek().to(rightTrigger.triggerPress);
clickMapping.from(Controller.Standard.LT).peek().to(leftTrigger.triggerPress);
clickMapping.from(Controller.Standard.RTClick).peek().to(rightTrigger.triggerClick);
clickMapping.from(Controller.Standard.LTClick).peek().to(leftTrigger.triggerClick);
// Full smoothed trigger is a click.
function isPointingAtOverlayStartedNonFullTrigger(trigger) {
// true if isPointingAtOverlay AND we were NOT full triggered when we became so.
// The idea is to not count clicks when we're full-triggering and reach the edge of a window.
var lockedIn = false;
return function () {
if (trigger !== activeTrigger) {
return lockedIn = false;
}
if (!isPointingAtOverlay()) {
return lockedIn = false;
}
if (lockedIn) {
return true;
}
lockedIn = !trigger.full();
return lockedIn;
}
}
clickMapping.from(rightTrigger.full).when(isPointingAtOverlayStartedNonFullTrigger(rightTrigger)).to(Controller.Actions.ReticleClick);
clickMapping.from(leftTrigger.full).when(isPointingAtOverlayStartedNonFullTrigger(leftTrigger)).to(Controller.Actions.ReticleClick);
// The following is essentially like Left and Right versions of
// clickMapping.from(Controller.Standard.RightSecondaryThumb).peek().to(Controller.Actions.ContextMenu);
// except that we first update the reticle position from the appropriate hand position, before invoking the ContextMenu.
var wantsMenu = 0;
clickMapping.from(function () { return wantsMenu; }).to(Controller.Actions.ContextMenu);
clickMapping.from(Controller.Standard.RightSecondaryThumb).peek().to(function (clicked) {
if (clicked) {
activeHudPoint2d(Controller.Standard.RightHand);
}
wantsMenu = clicked;
});
clickMapping.from(Controller.Standard.LeftSecondaryThumb).peek().to(function (clicked) {
if (clicked) {
activeHudPoint2d(Controller.Standard.LeftHand);
}
wantsMenu = clicked;
});
clickMapping.from(Controller.Hardware.Keyboard.RightMouseClicked).peek().to(function () {
// Allow the reticle depth to be set correctly:
// Wait a tick for the context menu to be displayed, and then simulate a (non-hand-controller) mouse move
// so that the system updates qml state (Reticle.pointingAtSystemOverlay) before it gives us a mouseMove.
// We don't want the system code to always do this for us, because, e.g., we do not want to get a mouseMove
// after the Left/RightSecondaryThumb gives us a context menu. Only from the mouse.
Script.setTimeout(function () {
Reticle.setPosition(Reticle.position);
}, 0);
});
// Partial smoothed trigger is activation.
clickMapping.from(rightTrigger.partial).to(makeToggleAction(Controller.Standard.RightHand));
clickMapping.from(leftTrigger.partial).to(makeToggleAction(Controller.Standard.LeftHand));
clickMapping.enable();
// VISUAL AID -----------
// Same properties as handControllerGrab search sphere
var LASER_ALPHA = 0.5;
var LASER_SEARCH_COLOR_XYZW = {x: 10 / 255, y: 10 / 255, z: 255 / 255, w: LASER_ALPHA};
var LASER_TRIGGER_COLOR_XYZW = {x: 250 / 255, y: 10 / 255, z: 10 / 255, w: LASER_ALPHA};
var SYSTEM_LASER_DIRECTION = {x: 0, y: 0, z: -1};
var systemLaserOn = false;
function clearSystemLaser() {
if (!systemLaserOn) {
return;
}
HMD.disableHandLasers(BOTH_HUD_LASERS);
systemLaserOn = false;
weMovedReticle = true;
Reticle.position = { x: -1, y: -1 };
}
function setColoredLaser() { // answer trigger state if lasers supported, else falsey.
var color = (activeTrigger.state === 'full') ? LASER_TRIGGER_COLOR_XYZW : LASER_SEARCH_COLOR_XYZW;
return HMD.setHandLasers(activeHudLaser, true, color, SYSTEM_LASER_DIRECTION) && activeTrigger.state;
}
// MAIN OPERATIONS -----------
//
function update() {
var now = Date.now();
function off() {
expireMouseCursor();
clearSystemLaser();
}
updateSeeking(true);
if (!handControllerLockOut.expired(now)) {
return off(); // Let them use mouse in peace.
}
if (!Menu.isOptionChecked("First Person")) {
return off(); // What to do? menus can be behind hand!
}
if (!Window.hasFocus() || !Reticle.allowMouseCapture) {
return off(); // Don't mess with other apps or paused mouse activity
}
leftTrigger.update();
rightTrigger.update();
if (!activeTrigger.state) {
return off(); // No trigger
}
var hudPoint2d = activeHudPoint2d(activeHand);
if (!hudPoint2d) {
return off();
}
// If there's a HUD element at the (newly moved) reticle, just make it visible and bail.
if (isPointingAtOverlay(hudPoint2d)) {
if (HMD.active) {
Reticle.depth = hudReticleDistance();
}
if (activeTrigger.state && (!systemLaserOn || (systemLaserOn !== activeTrigger.state))) { // last=>wrong color
// If the active plugin doesn't implement hand lasers, show the mouse reticle instead.
systemLaserOn = setColoredLaser();
Reticle.visible = !systemLaserOn;
} else if ((systemLaserOn || Reticle.visible) && !activeTrigger.state) {
clearSystemLaser();
Reticle.visible = false;
}
return;
}
// We are not pointing at a HUD element (but it could be a 3d overlay).
clearSystemLaser();
Reticle.visible = false;
}
setupHandler(Script.update, update);
// Check periodically for changes to setup.
var SETTINGS_CHANGE_RECHECK_INTERVAL = 10 * 1000; // milliseconds
function checkSettings() {
updateFieldOfView();
updateRecommendedArea();
}
checkSettings();
var settingsChecker = Script.setInterval(checkSettings, SETTINGS_CHANGE_RECHECK_INTERVAL);
Script.scriptEnding.connect(function () {
Script.clearInterval(settingsChecker);
OffscreenFlags.navigationFocusDisabled = false;
});